billel_medjdoubi
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Everything posted by billel_medjdoubi
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Massachusetts Vs Tirpitz Which is better?
billel_medjdoubi replied to QLZ_World's topic in Battleships
DigitalOcean SiteGround iPage Man trust me get the massachusetts. I've had the tirpitz since the first day of its release and one thing I can say is that although it's a very strong ship at T8, over time it has become weaker and weaker especially in T10 mm, I've bought the massa recently and honestly it's a blast, it's an overall great BB, I'd pick it over the tirptz any day. The massa just has way more advantages compared to the tirpitz in terms of realistic use with the current meta. If you haven't purchased your choice yet, I wouldn't mind giving you more detail to my claim later today if you're interested. -
After playing through the hilarious Nassau, the decent Kaiser, the incredible Konig and the lacklustre Bayern, I've finally reached Gneisenau and have her fully upgraded. So far, I'm certainly enjoying Gneisenau far more than I did the grind through Bayern. She feels very consistent and is easy to manage decent games with her. However, I've heard mixed reports about Gneisenau's performance, especially with regard to her firepower. While I'm not finding this to much too much of an issue myself, she seems to have a reputation for not being terribly consistent. For those of you who have played her, how did she perform for you and what is the role she is meant to fulfill? Dafont 192.168.l.l FileHippo
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Good DD players - Asashio - yes or no?
billel_medjdoubi replied to Zen71_sniper's topic in Destroyers
You know what the real BS is here?... I got 6 BF containers. Got some doubloons, couple 14 day prem bonuses, 20 camos and...one ship. I'll leave for those with a sense of irony and a big sense of humor to guess which one. I don't know wether to laugh my guts off or yell in desperation myself.. -
I would not skill IFHE on the Cossack. The MM diminishes the gain from it. On Haida, its a go-to skill, because lots of ships in the 5-7 bracket have 25mm armor, that can be bypassed. Her fire chance is already low without the skill and due to the higher aloha damage, IFHE is a great skill. On the Cossack, you have lower HE alpha damage per shell, you will very often face ships with 27mm armor or more, you already pen DDs and you need every % of fire chance to deal fire damage. I would go with the standard DD build until you hit 10 and then skill bft, ad rush, demo expert and priority target. This way, you can make people use their dmg con and make them cook permanently.
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I used Z-52 last season and made it to Rank 1 with a 62% win rate. That said, I'm not using it this season due to an even heavier radar meta than last season. However, if you want to use it, I'll give you a few tips. When sailing around, keep AP loaded for your first salvo. Against a broadside DD it wrecks, and if you start with HE you might miss out on that broadside shot as they turn away from you. By having AP ready, you are guaranteed to have it ready for when the enemy turns to run. Z-52 AP has amazing damage but poor penetration, but if you learn to use it properly you can usually come out of most engagements better than the enemy DD. Forget trying to torp anything with radar unless you know they've already used it. Being in torp range of anything that has radar and isn't a Salem means you're likely in their radar range. DDs in ranked are there to cap and provide vision. Lucky torps are nice, but staying alive so your team has spotting is nicer. In keeping with the theme of tip #2, forget that the legendary module exists. It is not your friend in competitive. RPF is your friend. Do it. If you aren't a Harugumo or Grozovoi you better have RPF as a DD. You dang well better also have survivability expert. Killing the enemy DD is nice. Spotting him and not firing when he does, allowing you to disengage while your team hammers him is nicer. Know when to use that AP that I told you to keep loaded, and when to not. If you're 6km from him and can get unspotted within 20 seconds, don't shoot (unless you know it will kill him and you'll live). If he spots you at 4km and you can't disengage within 20s, start shooting. Remember, you still have smoke and hydro, so if you're out of enemy radar range you can safely use it. If you're low HP, stay far, far away from anything that could spot you and get you killed. Radar ships, enemy DDs, the like. If you die, your team loses points, the enemy gains them, and you're useless. If you hide, you're still useless, but at least the enemy team doesn't get more points. Coordinate your hydro with your teammates. On Hotspot and Warrior's Path, you can keep the enemy that hides behind the rock spotted for a long time. Ask a cruiser or another DD to flank around and get side shots on him. If you can take even 1/4 of the enemy DD's HP off in the first few minutes of the game, that's HP you don't have to worry about taking off during a critical moment in the last few minutes of the game. Don't always try to go for the cap in the match start. On Mountain Range, when the enemy has a ton of radar and a DD to pause the cap on C, it isn't always a good idea to jump in and contest. Letting the enemy DD take the cap means they'll leave it, making it free real estate for you. Sometimes I'll go into the middle of the map out of radar range, smoke up and shoot at the DD when my team radars him. We get some free damage from him and once he's gone that cap is free for me to grab. Never expect to save your star. The role of a DD is a selfless one (Harugumo doesn't count). If you play to save a star, you aren't doing your job. I know it sucks watching your team suicide or not focus what you spot for them, but if you play to win, the teams that are good will benefit way more from you. And for the sake of RNGesus don't forget your Det flags!
